reporust_rebootcancel

127,903 Commits over 4,201 Days - 1.27cph!

13 Days Ago
Don't render chippy arcade machine if player isn't in front of the machine (lol) Don't render chippy arcade machine if player is mounted to another arcade machine Don't render if the chippy game is on the main menu and we've already rendered a frame (since nothing is going to change) Disable canvas of chippy arcade machine if player isn't in range for the canvas to have anything on it Replace LOD1+2 of arcade machine with non skinned meshes, allows them to be batched Replaced some GetComponents on the server with casts since we already have access to the entity, should be a mild server side saving Gains about 30fps when standing infront of a group of 60 arcade machines
13 Days Ago
merge from main -> qol_dump_improvments
13 Days Ago
merge from fix_blueprint_itemid -> main
13 Days Ago
Update manifest
13 Days Ago
Revert advanced BP fragment to old item id and apply FreezeItemid label
13 Days Ago
Prevent ItemDefinition from recaulating it's ItemId if the asset has the `FreezeItemId` label - exposing as label instead of bool so people don't actively use this hack
13 Days Ago
Number of improvements to the dump command - TLDR sometimes the scene files were correct, sometimes the overall information was correct, now scenes & overall information should be correct - create a dump for the "DontDestroyOnLoad" scene (it's not really a scene but contains all our PrefabWarmup components) - for certain dump text files, create separate files for active vs inactive objects - fix only dumping the active roots and not all roots, active & inactive
13 Days Ago
Swap TerrainConfig to tropical when in deep sea, fixes snowy tropical beaches
13 Days Ago
Fixed offset rotation
13 Days Ago
Swapped windmills from skinned mesh renderers to regular mesh renderers. With 50 windmills (high end, all around the same lod): - saving .15 on UpdateAllSkinnedMeshes - saving ,15 on MeshSkinning.Update - Saving .12 on Animators.Update - Saving .10 on DirectionUpdateAnimationBegin/End - saving 0.07 on camera rendering
13 Days Ago
Merge from slots_optimize
13 Days Ago
Fix a prefab id
13 Days Ago
Update caboose versions of slot machine Delete 6 meshes that are no longer needed, about a mb worth
13 Days Ago
WIP
13 Days Ago
Compile fix
13 Days Ago
merge from fix_chat_message_logs -> main
13 Days Ago
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13 Days Ago
Make the slot machine and storage entity poolable, entering range of a slot machine that has already been pooled now takes 0.13ms and allocates 384b (was over 2ms)
13 Days Ago
Try to fix linux compile error again
13 Days Ago
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13 Days Ago
MeshCull the black out box
13 Days Ago
Keep aim dir on cannons local whenever they're parented(to a boat), change all of the writes to aim dir to assume the same.
13 Days Ago
merge from ui_overhead_optims
13 Days Ago
Fixed chat and sleeping bag clusters texts appearing blurry
13 Days Ago
Cannon FX restoration. Nested them as standalone prefabs.
13 Days Ago
merge from ui_overhead_optims
13 Days Ago
Added hierarchy path for non menu, game or engine UI in printCanvases command. Easier to spot canvases from entities
13 Days Ago
Fixed F1 tools tab hud toggles not initializing correctly following 133710, causing half of the hud to disappear when opened
13 Days Ago
Merge from naval_update
14 Days Ago
A whole marathon of Indirect Instancing changes: - Schedule all jobs at the beginning of LateUpdate() for better worker utilisation. - Further improve scheduling behavior by modeling actual dependencies between jobs using writes_to_* and reads_from_* handles. - Allow instance reordering and command aggregation to run in paralell to give even more flexibility to the scheduler. - Run the debug overlay (where possible) in parallel with the jobs to improve performance - Avoid garbage allocation when scheduling the frustum culling job. (GeometryUtility.CalculateFrustumPlanes) - Schedule all jobs using ScheduleByRef. - Correctly set `[ReadOnly]` and `readonly` for all jobs to help Burst as much as possible. - Make batch size tunable: `indirect_instancing.batches_per_worker` - Add somewhat automatic instrumentation to CrudeProfiler via `using` statements. - Add ProfilerMarker to mimic what Unity 6 is doing with `using` statements. (Still need to verify it this compiles out properly.) - Add more profiler instrumentation. - Rename a ton of things for clarity. - Remove CommandBuffer. We won't need it where we're going.
14 Days Ago
Slot machine optimisation pass - halved the file size of the prefab, removed all skinned renderers Removed all allocations from client side invokes Don't spawn the payout UI elements until the player is with 15m (when the canvas would enable)
14 Days Ago
merge from fix_chat_messages_logs -> main
14 Days Ago
Fix compile error on linux server build
14 Days Ago
Fix chat messages not being logged to the logfile, only to the server console
14 Days Ago
merge from main (using main version of all the prefabs changed by a manifest update in naval)
14 Days Ago
merge from update_manifest_oct_25 -> main
14 Days Ago
Fixed farm barge NPC opening door too early
14 Days Ago
Prefab changes after generating manifest
14 Days Ago
Manifest after updating
14 Days Ago
Skin manifest
14 Days Ago
merge from ui_overhead_optimms
14 Days Ago
Merge from floating_cities
14 Days Ago
Delete client_modding ophaned prefab to fix GenerateManifest() throwing exception
14 Days Ago
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14 Days Ago
Spawns. Splat polish.
14 Days Ago
Fixed hudcomponent command messing with all these optims, we now toggle gameobjects only and keep the canvases untouched
14 Days Ago
Crosshair disables its canvas when hidden
14 Days Ago
floating city 4 latest
14 Days Ago
Now disable their canvas when invisible: Rock paper scissors Camera overlay Scope overlay Fixed blackout overlays not turning off completely
14 Days Ago
Spawning progress/backup